What I intend to propose in this lengthy post are some simple, but ultimately meaningful changes to the scoreboard displayed in structured PvP battles. For a number of reasons, I feel this scoreboard is dramatically incomplete and does very little to indicate how much a player has actually contributed to the outcome of a game. I will not insist this is the opinion of the majority, but I have noted across these forums that many tournament players are in agreement.
I. Who are you to say?
I’m a PvP junkie of just about the most dedicated caliber. While it is true I joined the PvP scene later than many veterans (Vanilla WoW) I have exhausted the great majority of content in nearly every system I have participated in (Warlrod & Gladiator in WoW, RR80 in WAR, Rank 75 in SWTOR, Gold in LoL, etc). The point being, I have experience with what constitutes a good scoreboard system and what doesn’t.
II. What’s wrong with the current scoreboard?
In general (and I will get to specifics) it doesn’t accurately portray what a player has contributed to a victory. In fact, it doesn’t even give the interesting details of individual performance but instead summarizes a player’s efforts into one number based on point values that are misleading. Here are some examples of how a player’s score could falsely describe their efforts:
Capping points -
When a player stands on a point as it is captured or neutralized, they receive 10 points, though more players on a point does not cause it to cap faster. Despite this fact, players will often sit on an uncontested point in large numbers, motivated to do so as this will improve their score and glory gain. However, since they could be more useful elsewhere, these points are not indicative of them actually benefitting the team. At higher rankings in tournament play, I notice most players will try to leave one player to cap the point they all just fought together to take, but they should not be punished with point/glory losses for playing smart.
Reviving Allies –
Players are awarded 10 points for reviving an ally. However, if you revive 90% or so of a fallen player’s HP, and another ally runs up to revive that last 10% simultaneously, the player who most recently interacted with the fallen ally will receive the credit, despite the fact that they were most likely neither the most helpful player nor the most deserving of the credit.
Skirmisher/Objective Defender/Objective Assaulter -
Skirmisher (or OD/OA) refers to the 10 points gained when defeating an enemy player for players who dealt a high amount of damage to the fallen enemy. However, many builds contribute dramatically to kills, such as tanks and healers, but are unable to get these points as frequently as damage-dealers, resulting in a lower score. My queue partner plays a healing engineer, remarkably well given the uniqueness of his build, and often our victories would not be possible without his efforts but he rarely receives high point values because it is so difficult for him to get Skirmisher with such a defensive/support build.
III. So, it’s just a scoreboard. Why do these changes actually matter?
In GW2, scoreboard is not just about bragging rights. It directly affects glory gain. If you have two players of equal skill, one of whom chooses to play support/defensive character like my friend from the Skirmisher example, and the other a competent damage dealer such as a Mesmer or offensive Guardian, you can expect the latter to rank up much faster as he can accrue points more quickly.
However, don’t mistake me. The bragging rights are actually important to, and I would say those who disagree are missing a good portion of the fun behind a skill-based MMO PvP system that throws the element of gear out the window as beautifully as GW2 SPvP does. I would love for the scoreboard to provide more details for each player, even those which don’t directly contribute to glory gains.